/Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/GeometryCollectionCollisionStructureManager.h
Culls particles by importance (See `FTriangleMesh::GetVertexImportanceOrdering()_), and returns a bounding volume hierarchy of the remainder.
static [FSimplicial](API\Runtime\Chaos\GeometryCollection\FCollisionStructureManager\FSimplicial) * NewSimplicial ( const [Chaos::FParticles](API\Runtime\Chaos\Chaos\FParticles) & AllParticles, const [TManagedArray](API\Runtime\Chaos\GeometryCollection\TManagedArray)< int32 > & BoneMap, const ECollisionTypeEnum CollisionType, [Chaos::FTriangleMesh](API\Runtime\Chaos\Chaos\FTriangleMesh) & TriMesh, const float CollisionParticlesFraction )